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Posted

I'm trying to have an item's texture determined by the NBTdata (which is a random number). So when the item is created, the nbtdata should be set to a random interger and then have the texture be determined from that. is this possible? and how?

int onCreated() method you will have to do something like this:

 

    public int textureIndex = 0;

    public MyItem()
    {
    }

    @Override
    public void onCreated(ItemStack stack, World world, EntityPlayer player)
    {
        stack.stackTagCompound = new NBTTagCompound();
        textureIndex = world.rand.nextInt(10); //or something
        stack.stackTagCompound.setByte("TextureIndex", (byte) textureIndex);

    }

    @SideOnly(Side.CLIENT)
    @Override
    public IIcon getIconIndex(ItemStack stack)
    {
        if (stack.hasTagCompound())
        {
            textureIndex = stack.stackTagCompound.getByte("TextureIndex");
            return myIcon[ textureIndex ];
        }
        
        return itemIcon;
    }

 

 

int onCreated() method you will have to do something like this:

 

    public int textureIndex = 0;

    public MyItem()
    {
    }

    @Override
    public void onCreated(ItemStack stack, World world, EntityPlayer player)
    {
        stack.stackTagCompound = new NBTTagCompound();
        textureIndex = world.rand.nextInt(10); //or something
        stack.stackTagCompound.setByte("TextureIndex", (byte) textureIndex);

    }

    @SideOnly(Side.CLIENT)
    @Override
    public IIcon getIconIndex(ItemStack stack)
    {
        if (stack.hasTagCompound())
        {
            textureIndex = stack.stackTagCompound.getByte("TextureIndex");
            return myIcon[ textureIndex ];
        }
        
        return itemIcon;
    }

 

You should also override getShareTag() and return true here, if you want to share the NBT data with the client (in this case it's neccessary, since the Icon is clientside only)

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

  • Author

int onCreated() method you will have to do something like this:

 

    public int textureIndex = 0;

    public MyItem()
    {
    }

    @Override
    public void onCreated(ItemStack stack, World world, EntityPlayer player)
    {
        stack.stackTagCompound = new NBTTagCompound();
        textureIndex = world.rand.nextInt(10); //or something
        stack.stackTagCompound.setByte("TextureIndex", (byte) textureIndex);

    }

    @SideOnly(Side.CLIENT)
    @Override
    public IIcon getIconIndex(ItemStack stack)
    {
        if (stack.hasTagCompound())
        {
            textureIndex = stack.stackTagCompound.getByte("TextureIndex");
            return myIcon[ textureIndex ];
        }
        
        return itemIcon;
    }

 

You should also override getShareTag() and return true here, if you want to share the NBT data with the client (in this case it's neccessary, since the Icon is clientside only)

 

Ok, added what you suggested, but in the code you have the myIcon Array, being an array of Icons, do I just make one with all the names of my textures? Do I have to register them in my registerIcons method? I've done metadata, but this isn't like my other stuff.

You should also override getShareTag() and return true here, if you want to share the NBT data with the client (in this case it's neccessary, since the Icon is clientside only)

Are you sure? I'm pretty certain that ItemStack NBT is automatically synced to the client, as I've used NBT to determine item icon before without doing any such thing. Never even heard of that method, to be honest...

 

Ok, added what you suggested, but in the code you have the myIcon Array, being an array of Icons, do I just make one with all the names of my textures? Do I have to register them in my registerIcons method? I've done metadata, but this isn't like my other stuff.

You can do it however you like, whether individual IIcon fields for each icon or together in an array, but however you do it, you need to register all of them. It's just like metadata in that way, the only difference is you are now using NBT instead of metadata to determine which icon to return.

  • Author

so... I have it somewhat working. I craft it in the crafting table and it has one texture, but when I take it out and then re-open my inventory it changes. it only changes once though. If it's possible, I'd like a different texture when it is crafted and then have it change according to the NBT data when you pick it up and craft it. I have it set so by default it chooses one of the textures, but here's what I have so far:

package com.eastonium.bionicle.kanoka;

import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.IIcon;
import net.minecraft.world.World;

import com.eastonium.bionicle.Bionicle;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class ItemKanoka extends Item
{
private final String kanokaType;

public int kanokaLoc = 6;

@SideOnly(Side.CLIENT)
private IIcon[] itemIcon;

public ItemKanoka(String kanokaType)
{
	super();
	this.kanokaType = kanokaType;
	this.maxStackSize = 1;
	this.setCreativeTab(Bionicle.bioWeaponTab);
}  

@Override
public void registerIcons(IIconRegister iconRegister)
{
	this.itemIcon = new IIcon[7];
	for (int i = 1; i < 7; ++i)
	{
		this.itemIcon[i] = iconRegister.registerIcon(Bionicle.MODID + ":Kanoka_" + i);
	}
}

@SideOnly(Side.CLIENT)
@Override
public IIcon getIconIndex(ItemStack stack)
{
	if (stack.hasTagCompound())
	{
		kanokaLoc = stack.stackTagCompound.getByte("DiscLocation");
		return itemIcon[kanokaLoc];
	}
	return itemIcon[6];
}

/*public void addInformation(ItemStack itemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4)
{
	if(itemStack.stackTagCompound == null) itemStack.setTagCompound(new NBTTagCompound());
}*/

@Override
public void onCreated(ItemStack itemStack, World world, EntityPlayer entityPlayer)
{
	if(itemStack.stackTagCompound == null) itemStack.setTagCompound(new NBTTagCompound());
	kanokaLoc = world.rand.nextInt(5) + 1;
	itemStack.stackTagCompound.setByte("DiscLocation", (byte)kanokaLoc);
}

@Override
public boolean getShareTag(){return true;}
}

You should also override getShareTag() and return true here, if you want to share the NBT data with the client (in this case it's neccessary, since the Icon is clientside only)

Are you sure? I'm pretty certain that ItemStack NBT is automatically synced to the client, as I've used NBT to determine item icon before without doing any such thing. Never even heard of that method, to be honest...

 

Oh, you're right, it already returns true as standard. So no need to override it then.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Could someone answer my question about the texture changing?

 

You register your array like any other icon, just with multiple textures.

Here, have an example from my item:

https://github.com/SanAndreasP/EnderStuffPlus/blob/master/java/de/sanandrew/mods/enderstuffplus/item/ItemCustomEnderPearl.java#L96-L103

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

  • Author

My texture was working, but when i craft it and put it in my inventory it changes again, but doesn't change after that.

My texture was working, but when i craft it and put it in my inventory it changes again, but doesn't change after that.

The only time your code says "change texture" is in the onCreated method - it's not going to change the texture ever again unless you tell it to somehow.

 

Also, using "public int kanokaLoc = 6;" as the icon index is going to result in every one of your items having the same texture; every time you change that value, it changes the value for all of your items. Only use the NBT for the index, not a class field.

  • Author

I actually ended up figuring something out, I ended up not using a random number, but anyways. you could call this thread SOLVED.

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